Pagination

I tried on my 386 and 486 machine, the result is the same on both. Both have a freshly installed MS-DOS 6.22 on it. Funny things are: 1. Earlier the was no error message, I was able to launch the game on both machines So the error message appeared after re-installing DOS? I'm not familiar with the …

It's a driver issue. Support for 320x200 (and most likely any other resolution under 640x480) was removed some time around 2007 or 2008, I think. I remember having to deal with issues where other people couldn't get a tech demo to run in 320x240 around that time. It worked fine on my system, but …

I know a bit about Duke Nukem 2, so if you have any questions regarding its codebase, feel free to ask. Here are some things I wanted to share: - @Cyberdyne: The files in your archive still use ADPCM. You probably uploaded the wrong files. Edit: I just noticed that some files were indeed converted, …

Hello everybody. I bought a Texas Instruments TravelMate 4000E 486 WinSX/25MHz today and I need some help with it. I didn't get a manual for this machine and I wasn't able to find one online either, so I hope that one of you can help me out. First of all, the system itself appears to work just fine. …

The issue is caused by calling the setboard() function without the "| mod_screen" part But how could that part have disappeared when recompiling the game? In the Xargon source code, there is a macro definition for setboard(): #define setboard(x,y,n) bd[x][y]=n|mod_screen; My guess is they replaced …

No, I did not manage to get IDA itself to use the debugging information. I have written a tool that extracts C-style strings from binary files (basically just replacing any 0 bytes with line breaks) and used the resulting text file and the Xargon source code to assign the names of functions and …

I'll save you some time and tell you what caused the issue: For some odd reason, the compiler that was used to build version 1.2d did something wierd. Basically, the original code used to be setboard(x, y, bd[x][y] | ((msg_block(x, y, msg_update)!=0)*mod_screen)) and the compiler decided it was a …

How did I not know this?! Probably because it isn't documented well enough. As you can see from the Interview, even Romero didn't remember how to use that feature correctly. And the source code wouldn't help most users either. The code checks the keys using hex values, so unless you know which key …

Nice interview. But someone should tell John Romero that he needs to press Ctrl-Alt-L to launch the game with the player's starting point at the current mouse position. :happy: This will actually move the "player icon" in the level to the mouse location, save the level with that new data and run the …

Hocus Pocus offers three speed settings via the options meu: slow (17.5 fps), medium (20 fps) and fast (23 1/3 fps). You can hack the game executable to modify these speeds, but keep in mind that increasing the framerate will also increase the game speed. Runnig the game at 60 or 70 fps will …

Not sure if this will be of any help, but I bought a 3 TB Toshiba Canvio Desk DWC130 (3.5", USB 3.0 & 2.0, external power supply). The box lists Windows Vista as the oldest supported version of Windows, but it works perfectly fine when connected to my WinXP Pro (SP3, 32bit) system via USB 2.0. …

pointer++ does not behave the same as pointer=pointer+1. Ponter++ does not produce any warnings and when the compiled program is run it works, while pointer=pointer+1 triggers a warning when compiling about it being "non portable" code and even worse it locks up the compiled program when it's …

I thought I could do this: unsigned char far *FarPointerToByte = MK_FP(segment,offset); FarPointerToByte=FarPointerToByte+1; But doing this gives me a "Non-portable pointer assignment" warning. It doesn't rise to the level of an error, so compiling completes, but when I run the compiled EXE file, I …

Actually, I had this as well. I was so eager to start writing something I did not think first. I picked the tools that are simply not pleasant to work with. I used Turbo C (the freely downloadable version from Borland Museum), and I just began the coding, running the Turbo C in DosBox. But I did …

I do notice the Mode X code uses more math, though; could that affect the speed in a significant way? That depends. I chose the most straightforward way to do things here. You could use a lookup table for the plane mask and you can also split the outpw into two outp commands so you don't have to …

I'm thinking IMF files. But how much CPU time would we gain if we moved to, for instance, 280 Hz (half the 560 Hz rate used for Keen, which is too slow on 8088 anyway)? Well, you can use 280 Hz (that rate was used in Duke Nukem II for IMF music) or even 140 Hz, 70 Hz or just 18 Hz. All you need to …

and enough to play sign bit of PCM samples to get some kind of resemblance of speech from speaker. I hope they never tried to do that, that's got to be the most horrible idea ever. Thank god for RealSound :) They actually did in Wolf3D and SoD. There's just no menu option to enable that. https:// …